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API > API/Runtime > API/Runtime/Engine
| Name | FKeyState |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/KeyState.h |
| Include Path | #include "KeyState.h" |
Syntax
struct FKeyState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FKeyState() |
KeyState.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bConsumed | uint8 | True if this key has been "consumed" by an InputComponent and should be ignored for further components during this update. | KeyState.h | |
| bDown | uint8 | True if this key is "down", false otherwise. | KeyState.h | |
| bDownPrevious | uint8 | Queued state information. This data is updated or flushed once player input is processed. | KeyState.h | |
| bWasJustFlushed | uint8 | True if this key was flushed this frame. | KeyState.h | |
| EventAccumulator | TArray< uint32 > | Used to accumulate events during the frame and flushed when processed. | KeyState.h | |
| EventCounts | TArray< uint32 > | How many of each event type had been received when input was last processed. | KeyState.h | |
| LastUpDownTransitionTime | float | Global time of last up->down or down->up transition. | KeyState.h | |
| PairSampledAxes | uint8 | Flag paired axes that have been sampled this tick. X = LSB, Z = MSB | KeyState.h | |
| RawValue | FVector | This is the most recent raw value reported by the device. | KeyState.h | |
| RawValueAccumulator | FVector | Used to accumulate input values during the frame and flushed after processing. | KeyState.h | |
| SampleCountAccumulator | uint8 | How many samples contributed to RawValueAccumulator. Used for smoothing operations, e.g. mouse | KeyState.h | |
| Value | FVector | The final "value" for this control, after any optional processing. | KeyState.h |